Difference between revisions of "GAM670/DPS905 Weekly Schedule 20111"
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* Vertex Shaders | * Vertex Shaders | ||
* Lighting in Vertex Shaders | * Lighting in Vertex Shaders | ||
+ | ** Notation | ||
+ | **: G<sub>a</sub> - global ambient color | ||
+ | **: C<sub>a</sub> - material ambient color | ||
+ | **: C<sub>d</sub> - material diffuse color | ||
+ | **: C<sub>s</sub> - material specular color | ||
+ | **: Atten<sub>i</sub> - attenuation of light i | ||
+ | **:: d<sub>i</sub> - distance from light i | ||
+ | **::: d<sub>i</sub> = |L<sub>dir<sub>i</sub></sub>| | ||
+ | **:: a<sub>0</sub> - constant attenuation factor | ||
+ | **:: a<sub>1</sub> - linear attenuation factor | ||
+ | **:: a<sub>2</sub> - quadratic attenuation factor | ||
+ | **:: Atten<sub>i</sub> = 1/(a<sub>0</sub> + a<sub>1</sub> d<sub>i</sub> + a<sub>2</sub> d<sub>i</sub><sup>2</sup>) | ||
+ | **:: Atten<sub>i</sub> = [0, 1] | ||
+ | **: Spot<sub>i</sub> - spot factor of light i | ||
+ | **:: | ||
+ | **: L<sub>a<sub>i</sub></sub> - ambient color of light i | ||
+ | **: L<sub>d<sub>i</sub></sub> - diffuse color of light i | ||
+ | **: L<sub>s<sub>i</sub></sub> - specular color of light i | ||
+ | **: L<sub>dir<sub>i</sub></sub> - direction vector of light i | ||
+ | **: N - normal to the surface at the vertex | ||
** [http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model Blinn-Phong and Phong] | ** [http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model Blinn-Phong and Phong] | ||
− | + | **: V - viewpoint vector | |
− | + | **:: V = norm(Camera<sub>position</sub> - Vertex<sub>position</sub>) | |
− | + | ** Blinn-Phong - use halfway vector instead of reflection vector - adjust power to compensate | |
− | + | **: Specular reflectance = (N . H<sub>i</sub>)<sup>p'<sub>i</sub></sup> | |
− | + | **: H<sub>i</sub> - halfway vector | |
− | + | **:: H<sub>i</sub> = norm(V + L<sub>dir<sub>i</sub></sub>) | |
− | + | **:: H<sub>i</sub> = norm([0,0,1] + L<sub>dir<sub>i</sub></sub>) - less computationally intensive - assumes that camera is at infinity along z axis | |
− | + | **: p'<sub>i</sub> - adjusted specular power of light i | |
− | + | ** Phong - account accurately for position of viewer | |
− | + | **: Specular reflectance = (R<sub>i</sub> . V)<sup>p<sub>i</sub></sup> | |
− | + | **: R<sub>i</sub> - reflection vector | |
− | + | **:: R<sub>i</sub> = 2 * (N . L<sub>dir<sub>i</sub></sub>) N - L<sub>dir<sub>i</sub></sub> | |
− | + | **: p<sub>i</sub> - true specular power of light i | |
− | + | **: | |
− | + | ** [http://msdn.microsoft.com/en-us/library/bb172256%28v=VS.85%29.aspx Ambient] | |
− | + | **: C<sub>a</sub> * ( G<sub>a</sub> + sum [L<sub>a<sub>i</sub></sub> * Atten<sub>i</sub> * Spot<sub>i</sub>] ) | |
− | + | ** [http://msdn.microsoft.com/en-us/library/bb219656%28v=VS.85%29.aspx Diffuse] | |
− | + | **: C<sub>d</sub> * sum [ L<sub>d<sub>i</sub></sub> * (N . L<sub>dir<sub>i</sub></sub>) * Atten<sub>i</sub> * Spot<sub>i</sub> ] | |
− | + | ** [http://msdn.microsoft.com/en-us/library/bb147399%28VS.85%29.aspx Specular] | |
− | + | **: C<sub>s</sub> * sum [ L<sub>s<sub>i</sub></sub> * (N . H<sub>i</sub>)<sup>p'<sub>i</sub></sup> * Atten<sub>i</sub> * Spot<sub>i</sub> ] - Blinn-Phong | |
− | + | **: C<sub>s</sub> * sum [ L<sub>s<sub>i</sub></sub> * (R<sub>i</sub> . V)<sup>p<sub>i</sub></sup> * Atten<sub>i</sub> * Spot<sub>i</sub> ] - Phong | |
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** [http://msdn.microsoft.com/en-us/library/ff471376%28v=vs.85%29.aspx HLSL Intrinsic Functions] | ** [http://msdn.microsoft.com/en-us/library/ff471376%28v=vs.85%29.aspx HLSL Intrinsic Functions] | ||
*** [http://msdn.microsoft.com/en-us/library/bb509630%28v=vs.85%29.aspx normalize()] - normalize a vector | *** [http://msdn.microsoft.com/en-us/library/bb509630%28v=vs.85%29.aspx normalize()] - normalize a vector |
Revision as of 20:02, 2 February 2011
GAM670/DPS905 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
GAM670/DPS905 -- Weekly Schedule 20111
Week 1 - Jan 9
This Week
- Suggested Enhancements
- Assignment Discussion
- Review of base code
- camera, sound, and light attachments now made at the Frame class
- textures still attach at the object level
- texture connection uncoupled from drawing
- time tracking now within HUD class completely
- introduction of relative reference frames
- very simple collision detection
- Relative Reference Frames
- Recursive calls
- Vector Frame::position()
- Matrix Frame::rotation()
- Matrix Frame::world()
- Detaching from and attaching to a parent frame
- Frame::attachTo()
- Recursive calls
- Visibility Determination
- Plane
- normal + constant - examples
- equation of a plane: dot(n, x) + D = 0
- positive side of a plane dot(n, x) + D > 0
- test a point for presence within a set of planes
- normal calculations - general rotation matrix - vector and angle
- ViewingFrustum
- parameters
- near-clipping plane
- far-clipping plane
- field of view angle
- aspect ratio
- 6 planes
- near and far planes
- left and right planes
- top and bottom planes
- coding
- constructor
- ViewingFrustum::contains()
- parameters
- Plane
- Finite Size of Objects
- Expansion of the Viewing Frustum
- Bounded Volume
- BoundedVolume : Frame
- BoundedVolume::setRadius()
- BoundedVolume::getRadius()
To Do
Resources
Week 2 - Jan 16
This Week
- Collision Detection
- types of colliders
- spheres
- planes
- axis-aligned bounding boxes
- oriented bounding boxes
- types of colliders
- Comprehensive Camerawork
- rotation about an axis
- order of rotation matters
- Euler angles
- gimble lock
- quaternions
- geometric algebra (more abstract)
- Billboards
- definition, purpose of a billboard
- types of billboards
- SkyBox
- definition of a skybox
- other forms
- Index Buffers
- amount of storage needed for vertex data
- duplication of vertex data
- indexing
- indexed primitives
- Meshes
- Stock Objects
- Sphere
- Cylinder
- Torus
- Utah Teapot
- Simple Mesh COM object
- What is a mesh?
- Create a Mesh
- DrawSubset
- FVF settings
- Stock Objects
To Do
- Form Teams, Identify Members (2-5 members) and add your team and members to Teams 20111 Before Thursday 20th.
- Confirm your name and information at Student List 20111
Resources
Week 3 - Jan 23
This Week
To Do
Resources
Week 4 - Jan 30
This Week
- Vertex Shaders
- Lighting in Vertex Shaders
- Notation
- Ga - global ambient color
- Ca - material ambient color
- Cd - material diffuse color
- Cs - material specular color
- Atteni - attenuation of light i
- di - distance from light i
- di = |Ldiri|
- a0 - constant attenuation factor
- a1 - linear attenuation factor
- a2 - quadratic attenuation factor
- Atteni = 1/(a0 + a1 di + a2 di2)
- Atteni = [0, 1]
- di - distance from light i
- Spoti - spot factor of light i
- Lai - ambient color of light i
- Ldi - diffuse color of light i
- Lsi - specular color of light i
- Ldiri - direction vector of light i
- N - normal to the surface at the vertex
- Blinn-Phong and Phong
- V - viewpoint vector
- V = norm(Cameraposition - Vertexposition)
- V - viewpoint vector
- Blinn-Phong - use halfway vector instead of reflection vector - adjust power to compensate
- Specular reflectance = (N . Hi)p'i
- Hi - halfway vector
- Hi = norm(V + Ldiri)
- Hi = norm([0,0,1] + Ldiri) - less computationally intensive - assumes that camera is at infinity along z axis
- p'i - adjusted specular power of light i
- Phong - account accurately for position of viewer
- Specular reflectance = (Ri . V)pi
- Ri - reflection vector
- Ri = 2 * (N . Ldiri) N - Ldiri
- pi - true specular power of light i
- Ambient
- Ca * ( Ga + sum [Lai * Atteni * Spoti] )
- Diffuse
- Cd * sum [ Ldi * (N . Ldiri) * Atteni * Spoti ]
- Specular
- Cs * sum [ Lsi * (N . Hi)p'i * Atteni * Spoti ] - Blinn-Phong
- Cs * sum [ Lsi * (Ri . V)pi * Atteni * Spoti ] - Phong
- HLSL Intrinsic Functions
- normalize() - normalize a vector
- dot(,) - dot product of two vectors of any size
- length() - length of a vector
- saturate() - clamp scalar, vector, or matrix to [0, 1]
- Notation
To Do
- reorganize framework code so that vertex shader receives product of world, view, and projection matrices
- store viewProjection matrix as an instance variable in Display
- add viewProjection query to Display to extract product of view and projection matrices
- retrieve viewProjection in *::draw() method
- pre-multiply viewProjection by world to obtain composite matrix to pass to vertex shader
- add composite matrix to the constant table in the vertex shader
- reorganize framework code to minimize duplication of heading normalization
- perform normalization of heading in Display::beginDraw()